HNation
Éireannach
I don't think that's a bad thing.Oh, no! Human Player Portuguese keep getting re-enforcements just as if it is the old scripted AI situation. Nobody else complained?![]()
I don't think that's a bad thing.Oh, no! Human Player Portuguese keep getting re-enforcements just as if it is the old scripted AI situation. Nobody else complained?![]()
The author has posted the 2 Timurid fix few posts above.Thank you for giving a second life to this mod! Just a couple things for feedback:
1. There are two Timurids in scenario choosing menue
2. Does anyone starts with much more gold than in original? I checked Armania - it was just 100 gold and in this version it is 1200. It seems to have a knock-on effect on everyone's stability later on - everyone got Marksmen by the time Mongols arrive and they just capture 3 - 4 cities on the whole map. As Zengids I was able to buy all techs I was lacking and lots of mercs to complete my goals.
3. There must be some issue with scaling on the epic speed with game supposedly going to end before Portugal spawns.
Access to unlimited re-enforcements for human player breaks the balance desicevily. Where is the challenge? AI Portugal needs all the help it can get, but not the human player.I don't think that's a bad thing.
The reasons for overpowered Makuria (also for Abbasids and Ajmer, but not as easy to notice) is the same for the overflowing start gold. I solved the Relics-Bug some time ago, and in fact it is the same reason.Has anyone else noticed that the Makurians/Nubians are overperforming as well?
No, because it's not unlimited. With no reinforcements, I think it would be too difficult given Portugal's terrible production and the amount of time it takes to traverse the Indian Ocean.Access to unlimited re-enforcements for human player breaks the balance desicevily. Where is the challenge? AI Portugal needs all the help it can get, but not the human player.
I hope @DrLoboto comes back.Also sad that @DrLoboto has not replied yet.
Well, I have ended up with 17 Carracks full of troops within the first 20 turns, for all the intents and purposes that does feel like unlimited. I should actually playtest by deleting reinforcements and trying to get YHV just with the starting troops and those you can train normally during the game. Current Portugal mechanics was intended for the AI only and Portuguese were supposed to be like sea barbarians.No, because it's not unlimited. With no reinforcements, I think it would be too difficult given Portugal's terrible production and the amount of time it takes to traverse the Indian Ocean.
I hope @DrLoboto comes back.
Ok, I stand corrected. Random reinforcements are only given as single empty Carracks during the game. Troops are given as special events, like for a scripted war with Bahmanids.No, because it's not unlimited. With no reinforcements, I think it would be too difficult given Portugal's terrible production and the amount of time it takes to traverse the Indian Ocean.
I hope @DrLoboto comes back.
Do you also need to fix the victory screen python in Screens folder? Because right now it say to have 10k gold but the counter set for 15K , i. e. 100/15000There was an issue with 3rd portugal UHV. It said failed in first turn, now solved.
Copy victory.py into SoIR/Assets/Python
Done!Do you also need to fix the victory screen python in Screens folder? Because right now it say to have 10k gold but the counter set for 15K , i. e. 100/15000
@GregFred187 Can I suggest an addition to the Portuguese UP, since it's a bit underwhelming right now: all units start with amphibious, which I think makes pretty good sense given the amphibious nature of Portuguese colonialism, also, it's really annoying to have to take the cannons out of the ships and waste a turn.